AuthorTopic: Realtime Rendering of 3d Meshes as Pixelart  (Read 128105 times)

Offline Howard Day

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #50 on: September 23, 2015, 08:35:48 pm
AH. Decease the frame rate. Gotcha. I need to write a script for that, since unity by defaults hard codes a smooth linear interpolation to all the particle effect stuff.

Offline Cherno

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #51 on: September 23, 2015, 09:19:19 pm
Yeah, I'm programming in Unity too and it would be trivial to do it if it were a sprite animation, but with Particles, you probably need to edito some curves and make them into "stairs".

Offline Howard Day

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #52 on: September 23, 2015, 09:52:08 pm
Done. :D

Easy to set the frame rate now... Works on any and all particle systems. :D

WHOO!
« Last Edit: September 23, 2015, 10:12:01 pm by Howard Day »

Offline Seiseki

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #53 on: September 24, 2015, 12:21:41 am
If you want to make it look less like a render and more hand drawn, maybe you could try to make the shading more simplified and based on angles without smoothing.
 A good example would be the Irkalla Mechs, not just the design, but that the shading is very sharp and they have clear highlights for the edges.

Another idea which would work for a fixed perspective camera, would be darkening/simplifying the palette for everything that is further away from the camera.
Like a lot of platforming sprites do, where the leg furthest away from the camera will be dark, sometimes just a silhouette.

Also the dark background makes it hard to judge though because the darker parts blend into it and the bright parts look blown out.


Offline Howard Day

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #54 on: September 24, 2015, 12:34:54 am
Seiseki: Unfortunately, hard edge smoothing breaks the outlines. no idea why - I will take a look and see if I can fix it. Doing a darken thing can work with a orthographic camera as well - You just need to know what the distances to fade should be. Should be easy to do! The dark background can be flipped - hit the "Dark" button right above the Play/Pause button. it will set the background to a light color.

Offline Seiseki

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #55 on: September 24, 2015, 09:21:58 pm
Btw, if you can, make a WebGL build instead of Webplayer, the Webplayer doesn't support chrome  :'(

Offline Howard Day

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #56 on: September 24, 2015, 10:38:40 pm
http://www.hedfiles.net/PixelShader/index.html
It's an older code, Sir, but it checks out. I was about to clear it.

Offline Seiseki

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #57 on: September 24, 2015, 11:40:29 pm
Nice :)

Wow it's so smooth in full res.. This looks very stylized though and much further from realistic rendering.

The shadows are so overpowering, but there isn't much depth without them.

Offline Ai

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #58 on: September 25, 2015, 01:03:00 am
.. Well, that one works for me. Nice to see it semi-interactively. The way you have to toggle off the previous palette option and then toggle on the new one is a little confusing, given that you have a separate option for disabling indexization on the vertical bar.
If you insist on being pessimistic about your own abilities, consider also being pessimistic about the accuracy of that pessimistic judgement.

Offline Howard Day

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Re: Realtime Rendering of 3d Meshes as Pixelart

Reply #59 on: September 25, 2015, 01:53:17 am
Sorry! I'll make the shadows less than 100% opaque. And I know I need to fix the buttons. :( next one will work!